- ...Health bar! I've begun coding and drawing up a simple GUI. So far I've got nicer looking buttons for the boat travel menu and some placeholder buttons that will eventually let the player open the character sheet, inventory, quest log and game menu (all of which I need to draw up placeholder screens for and get working). I also have a working health bar that fills up depending on what percentage of health the player currently has, which looks quite pretty and is the first example of something working straight away exactly as I planned it. Of course, all this is subject to lots of change, but everything so far looks nice enough for a prototype.Monday, 30 November 2009
Weekly update
- ...Health bar! I've begun coding and drawing up a simple GUI. So far I've got nicer looking buttons for the boat travel menu and some placeholder buttons that will eventually let the player open the character sheet, inventory, quest log and game menu (all of which I need to draw up placeholder screens for and get working). I also have a working health bar that fills up depending on what percentage of health the player currently has, which looks quite pretty and is the first example of something working straight away exactly as I planned it. Of course, all this is subject to lots of change, but everything so far looks nice enough for a prototype.Wednesday, 25 November 2009
Weekly Update
Monday, 16 November 2009
Weekly update my arse.
Monday, 19 October 2009
Weekly update
Another slow week for the AGP. Not much new to report on the programming side of things as I spent most of my time working on dissertation stuff. I did some more designy ideas work and finalised a few things. The map in the game will now be made up of multiple continents rather than the type of map you can see in the map generation thing I've already made. I tried to program this a bit on Friday while at university but didn't get past generating a random tangle of tiles for the continent to be grown from. Once I get the continents generated though, most of the code I already have will work with little adjustment.
My attentions programming-wise have been turned elsewhere however, as I've been tasked with getting examples some of the other dynamic generation stuff and actual gameplay done for Friday. Wish me luck. I'm also planning to get some of the design/pre-production paperwork written up properly this week as well as redoing my draft dissertation proposal.
So it looks like another busy week for me, hopefully it shouldn't be too stressful. My current addiction to Dawn of War 2 probably isn't going to help matters though. Be seeing you.
Tuesday, 13 October 2009
Even more map generation
Monday, 12 October 2009
More map generation
I know I wasn't supposed to be programming much this week but LOOK A RIVER. (fields have been changed to "."s, water to "o"s)
Weekly report - 11/10/09
Didn't get what I wanted done this week, mainly due to procrastination. I really must delete Freecell.On to what I did get done. I did get my ideas down on paper and do some other design work like a SWOT analysis (which will probably be redone soon anyway) but I wanted to get a lot further than I have.
As for the programming side of things, I have managed to get a dynamic map generation system going, purely in text/ASCII art form in a command line console thing. As can be seen in my screenshot over there, it's currently an 11x10 grid with two rows of sea (~) at the bottom, colums of rocks (@) on either side and a row of mountains (^) at the top. A 2x2 castle (#) is placed randomly with restrictions that stop it overlapping with the borders of the map. Four towns (H) are placed randomly with restrictions that prevent them overlapping the castle or from being vertically or horizontally adjacent to other towns. The next step is to get graphics from a tileset applying to each grid space. And then I might add a forest or something.
It's nowhere near what will be used in the final game (I have much bigger plans), but it is a reassuring step forward.
The programming is going to have to take a backseat this week as I have lots of design work to do in preparation for pitching my game to my tutors this Friday. I also have a lot of reading to catch up on for my dissertation and a draft dissertation proposal to be writing.
It's going to be a busy week. Be seeing you.






